Rise of the New Runelords

Game Master Harakani

Kingdom Map (now with Loy's family notes AND the Runelord's Route)
Kingdom Turn
Minions Page

[ ]Forsten [ ]Anglon [ ]Valerianna [ ]Denat [ ]Ronald [ ]Simon [ ]Grey
[ ]Zekat [ ]Legion [ ]Molly [ ]Grey Horror [ ]GreyServants [HQ]ZomBees
Fight Map


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RPG Superstar 2012 Top 16

@Denat: You're right about Rend (though it's 6th level). Fortunately, I meant Rake and just got the two of them confused.

Simon Demarkus wrote:
Edit: The only thing that might be questionable is the Abundant Ammo Bandoleer. It's exactly what it sounds like. A bandoleer with abundant ammo on it. It's something I created. I don't want to have to worry about ammo much. Also helps cut down on the expense involved with special bullets.

I believe there's something of this nature in Ultimate Equipment.


Male Human Wizard (conjurer) 8/ Archmage 3
Simon Demarkus wrote:
I need to do the same. I just haven't had a chance to look at your spell books.

Main content is in the "spellbook" section of the character sheet. The other one is only for backup (for now at least). I'm thinking of taking Cyper script but I'm still not sure, I guess I'll make my mind while playing.


F Human Kinetecist (pyrokineticist) 17

OK, I think Taerine should be ready to go.


HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11

I'm ready. Gaze upon me and be awed for I am a mighty beast. I am THKRULL!


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

Thkrull, you need to edit your page again, at least two brackets have extra spaces in them, messing with your formatting.

edit: Mottedittor, both the sheets have the same error with formatting.


HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11

Thkrull eats your spaces for breakfast!

If you mean the top two, they're purposely broken. I use them as "macros," so I can just copy and paste that really quickly into the game thread, delete the spaces and I'm golden. Saves a ton of time.


F Human Kinetecist (pyrokineticist) 17

I'd take that ripsaw glaive ... if I had any Str bonus to speak of.

Also, another little item I just came up with that I thought could be fun. I literally spent no more than 5 minutes on it so please feel free to pick it apart. Again, I probably wouldn't have any of these crafted at the moment, but I could see them coming quickly once we get out to the Stolen Lands.

Blood-god wine
Aura faint universal; CL 1st
Slot none; Price 150 gp; Weight 1/2 lb.
Description
Slightly more red than most vintages, this wine is more viscous, almost the consistency of blood.

Anyone who drinks it manifests the creator's personal mark as a glowing rune on his forehead for up to 24 hours. During this time, a blood god disciple may grant the drinker an evolution via his bloody gift ability at a range of 60 feet, instead of having to touch him. This still requires a standard action.
Construction
Requirements Craft Wondrous Item, arcane mark; Cost 75 gp

Considering my extremely limited spells, it's going to be interesting/a nice challenge trying to come up with some fun items.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6
Thkrull wrote:

Thkrull eats your spaces for breakfast!

If you mean the top two, they're purposely broken. I use them as "macros," so I can just copy and paste that really quickly into the game thread, delete the spaces and I'm golden. Saves a ton of time.

Clever! I just use a notepad document which I keep all my common rolls for a character on.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

Not certain how much I will be posting 'til Monday. I have family coming into town until then.


What it says on the tin; Caffiene addict 20

We can RP socializing until then.


Socializing right now is fine - consider it breakfast talk or something. Need to get sheets locked down before we hit combat, but quick perusals show nothing crazy wrong.


Taerine Doumont wrote:

I'd take that ripsaw glaive ... if I had any Str bonus to speak of.

Also, another little item I just came up with that I thought could be fun. I literally spent no more than 5 minutes on it so please feel free to pick it apart. Again, I probably wouldn't have any of these crafted at the moment, but I could see them coming quickly once we get out to the Stolen Lands.

Blood-god wine
Aura faint universal; CL 1st
Slot none; Price 150 gp; Weight 1/2 lb.
Description
Slightly more red than most vintages, this wine is more viscous, almost the consistency of blood.

Anyone who drinks it manifests the creator's personal mark as a glowing rune on his forehead for up to 24 hours. During this time, a blood god disciple may grant the drinker an evolution via his bloody gift ability at a range of 60 feet, instead of having to touch him. This still requires a standard action.
Construction
Requirements Craft Wondrous Item, arcane mark; Cost 75 gp

Considering my extremely limited spells, it's going to be interesting/a nice challenge trying to come up with some fun items.

I like this item. Obviously it is specialised, but it looks good - I've played touch-buffers at low level, and it becomes a pain. Not 100% sure on the cost, but would be prepared to playtest it in play. Hmmm - is it a one-shot, or can it be re-used over the 24 hour period?


motteditor wrote:

@Denat: You're right about Rend (though it's 6th level). Fortunately, I meant Rake and just got the two of them confused.

Simon Demarkus wrote:
Edit: The only thing that might be questionable is the Abundant Ammo Bandoleer. It's exactly what it sounds like. A bandoleer with abundant ammo on it. It's something I created. I don't want to have to worry about ammo much. Also helps cut down on the expense involved with special bullets.
I believe there's something of this nature in Ultimate Equipment.

I can check UE tonight - any more clues as to name or slot?

RPG Superstar 2012 Top 16

I'll see if I can't find it for you.

The blood-god wine would be a consumable (hence the low cost).

Hmm. I think one of these were what I was thinking of:

BENEFICIAL BANDOLIER PRICE
1,000 GP
AURA moderate transmutation CL 9th WEIGHT 2 lbs.

This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both. There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn.

Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.

As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.
CONSTRUCTION REQUIREMENTS COST 500 GP
Craft Wondrous Item, secret chest

ENDLESS BANDOLIER PRICE
1,500 GP
AURA moderate conjuration CL 9th WEIGHT 2 lbs.
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm, see Ultimate Combat), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.

CONSTRUCTION REQUIREMENTS COST 750 GP
Craft Wondrous Item, secret chest

(Odd that neither uses the abundant ammo spell.)


Simon Demarkus wrote:


Could this possibly be lesson from the other game? :-)

In that the other game taught me to be explicit in my DM style, yeah. I've played with the same twenty or thirty people so long I sort of forgot that not everyone uses the same style.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Updated Simon's sheet. Gave him a cold iron Lucern Hammer. I figure that probably looks pretty cool and adds to the symbol thing.

Just need to browse my fellow students spells and spend the rest of my gold scribing them.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
motteditor wrote:

I'll see if I can't find it for you.

The blood-god wine would be a consumable (hence the low cost).

Hmm. I think one of these were what I was thinking of:

BENEFICIAL BANDOLIER PRICE
1,000 GP
AURA moderate transmutation CL 9th WEIGHT 2 lbs.

This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both. There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn.

Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.

As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.
CONSTRUCTION REQUIREMENTS COST 500 GP
Craft Wondrous Item, secret chest

ENDLESS BANDOLIER PRICE
1,500 GP
AURA moderate conjuration CL 9th WEIGHT 2 lbs.
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm, see Ultimate Combat), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.

CONSTRUCTION REQUIREMENTS COST 750 GP
Craft Wondrous Item, secret chest

(Odd that neither uses the abundant ammo spell.)

Thanks. I actually paid 1000 more gold for my homebrew version. ;-) Corrected my sheet with this one. Though mine actually used Abundant Ammo, which created ammo. Guess I'll just have to cast the spell.

I'm new to firearms, so I wasn't sure what ammo to pick. So I took a variety and it'll cast ABundant Ammo. May have to create something that does that for me. Hum.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Oh, and I have so many ever burning torches because I can make them for free thanks to false focus. Although they're just rocks with continual flame. He carries them in a pocket.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

Given that Simon is going for Lucern Hammer, I will switch out with Ransuer.
Apparently, the new Runelord's get pricked with Humility, rather than hammered...


Male Human Wizard (conjurer) 8/ Archmage 3

Just thinking of that : are you interested in specific leadership roles ? (I just read the player's guide)


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I'm interested in a non-leadership role. Grey is more of an administrator/ grand visir type.


I was going to talk to you guys about kingdom roles after it gets established.

Scarab Sages RPG Superstar 2013 Top 8

I actually don't understand kingdom roles. Is there a dispatch/communications role? That sounds like Mordent's thing.


Well - Kingmaker has rules for how well you are governing a position, and establishes 12 (or 13) roles that need to be filled for optimal running.

I wonder how much Ultimate Campaign is going to shake things up.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Short summary:
Ruler adds Cha to economy, loyalty, or stability.
Councilor adds wis or cha to loyalty.
General adds str or cha to stability.
Grand diplomat adds int or cha to stability.
High Priest adds wis or cha to stability.
Magister adds int or cha to economy.
Marshal adds dex or wis to economy.
"Royal Assassin" adds str or dex to loyalty.
Spymaster adds dex or int to economy, loyalty, or stability.
Treasurer adds int or wis to economy.
Warden adds str or con to loyalty.

Also, the free Kingmaker Player's Guide has a little information on kingdom building.


What it says on the tin; Caffiene addict 20
Anglon wrote:

** spoiler omitted **

Also, the free Kingmaker Player's Guide has a little information on kingdom building.

The only one of those that I see I might fit is diplomat and just barely that. I'd take the Teddy Rosevelt approach. Talk softly and carry a big stick. In this case the big stick is my blasting powers and that of the kingdom. It's a kingdom of casters. We have lots of options for messing you up. ;-)


Male Human Wizard (conjurer) 8/ Archmage 3

We are going to make them an offer they can't refuse.


F Human Kinetecist (pyrokineticist) 17

I guess Taerine could be queen, since she has the requisite stat, but I'm all for waiting on the kingdom roles to see how the characters develop.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

I'm pretty sure Hergren is going to be King. We'll worry about a succession later.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I would guess that Angolon would go for high priest.


Am making headway on sheets.
Can I ask everyone to put a section on their sheet about where their att, save and ac bonuses come from, like..

21 Str (12 base, +1 lvl4 +2 racial, +2 enhancement, +2 insight, +2 size).
We're going to have a lot of buffs flying around (I think) and it quite possible that someone will want to buff an att in a way you have already buffed it.

Sorry for the break in, back to sheets.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6
Harakani DM wrote:

Am making headway on sheets.

Can I ask everyone to put a section on their sheet about where their att, save and ac bonuses come from, like..

21 Str (12 base, +1 lvl4 +2 racial, +2 enhancement, +2 insight, +2 size).
We're going to have a lot of buffs flying around (I think) and it quite possible that someone will want to buff an att in a way you have already buffed it.

Sorry for the break in, back to sheets.

Done!

At least so far. That may change once I have finished my gear.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Done


Quick reminder on HP, in case it got confused.
I'm using the PFS system.
Characters with all class HD get full HP for their first level. They then get average round up for each level after.
So a 5th level sorceror would get 6+4+4+4+4+(5*con bonus)+(favoured class if applicable).
so at con 10, with no favoured would be 26 HP.


Male Cat Familiar (valet)

"야옹"
And now I'm ready too.
That's not a snow leopard, that's a cat ...


Harakani DM wrote:

Quick reminder on HP, in case it got confused.

I'm using the PFS system.
Characters with all class HD get full HP for their first level. They then get average round up for each level after.
So a 5th level sorceror would get 6+4+4+4+4+(5*con bonus)+(favoured class if applicable).
so at con 10, with no favoured would be 26 HP.

22! 22! Sorry guys - thank you to people for the correction.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Update Simon with appropriate breakdowns. Sorry it took so long.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

GM:
I think I picked my familiar. A Small Negative Energy Elemental

What do you think?

]


TMIG:

I don't normally like 3rd party stuff, and this is 1 CR higher than a normal elemental :(


All right - we're pretty close I think. Everyone has been great about roleplaying, but I feel bad about leaving you all hanging. Thus I present... the Game Intro


So quick question to think on - what do you carry on your person?

Especially looking here for polearms.

You are welcome to have a polearms with discrete a sigil if you like.
This should be a safe place to carry your polearms, but it can be a bit unwieldy.

Feel free to carry spellbooks and magic items - those things are worth more than jewelry!

Also important is what spells you have up.


F Human Kinetecist (pyrokineticist) 17

Taerine certainly wouldn't carry her pole arm, nor most of her traveling gear actually. She's probably dressed in her normal outfit, and has only her belt pouches and magical gear on her; no spells up.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Simon is a bit paranoid. He probably carries everything listed, though most would be stowed in his bag if holding. His wrapped Lucerne hammer included. Though he would carry his cane(sword cane) as a prop, though he clearly doesn't lean in it for support. It's more of a habit of the wealthy. Plus he has an ulterior Motive.

Spells would be memorized, but not cast unless he felt threatened.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

The revolver is stored in a shoulder holster under his coat. He's never leave himself defenseless. Wealthy families are always targets and he learned to defend himself at a young age.


Male Human Wizard (conjurer) 8/ Archmage 3

What do we carry usually or when Hargan arrives ?
Anyway :

Quote:
Taerine certainly wouldn't carry her pole arm, nor most of her traveling gear actually. She's probably dressed in her normal outfit, and has only her belt pouches and magical gear on her
Quote:
Spells would be memorized, but not cast unless he felt threatened.

Basically the same.


What it says on the tin; Caffiene addict 20
Denat Leroung wrote:
What do we carry usually or when Hargan arrives ?

in this case I think it's the same question. I suppose it depends on if we were expecting to leave or not.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

Arioch, being used to being the 'rough kid' of the party, he sneaks out to carouse & rabble rouse don't ya know, had invested the greatest portion of his inheritance in a glamered Mithral shirt, Handy Haversack & Hat of disguise, so really, the only thing he doesn't regularly carry is the Ransuer.

Speaking of which, I believe I have locked down his gear, Harakani DM, if you would like to double check the sheet.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Grey wears grey robes and a light grey mask. He doesn't seem to carry much else but he has a habit of pulling unlikely things out of the folds of his cloak.

Grey's spear (with sheathed head) is kept in his bag of holding, which has an extra wide mouth and is built into his robes (he made it himself).

The spear itself has a round, hollow core along the length of the blade what has a number of holes cut in it. It creates minor chords when he wields it.

He has about ten of them in his bag.


RE Shared spells

Quote:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Would love to be proved wrong, but I think it still counts as an extra.


What it says on the tin; Caffiene addict 20
Harakani DM wrote:

RE Shared spells

Quote:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Would love to be proved wrong, but I think it still counts as an extra.

I think familiars are "extra," but we could temporarily put them in bags of holding.

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